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Everything posted by Cdr_Zeta
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Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Greetings, So the progression is slow but sure....almost ready to upgrade the R&D...first orbit achieved...now they want a satellite in orbit...ya when I dont have probes for 100's of Science later....? May have to fix... Stream is up this morning... Cmdr Zeta -
Hello, Problem solved...new tank added with less weight and no oX... Zeta
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Hi, Why is KIS or is it required to use your survey stakes??? I havnt got that far yet...I plan on staying with v90 version of EPL until things dont work. I read thru some posts... Zeta
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Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Greetings, Tonite I am proud to say that I can continue on with KSP version 1.0+++ (currently .2). While I think there are only 5 tour missions worth 500 each I figure might as well leave it at that...Me and the Karbal Space Engineers deserve the push as well...afterall we are anxious to get on with resource hunting !! I been busy with other things today...but tonite...it is KSP time in the Zeta cave...and it is about time... Check out the Zeta Tech Tree...! Cmdr Zeta -
What's the Most Science/XP You Gained in One Mission? (Spoilers)
Cdr_Zeta replied to arkie87's topic in KSP1 Discussion
Howdi, At first I didnt get any Science...I have since modded Squad's contracts to give me what I want...when my tier level 2 nodes are 500 each something had to be changed..I get 10x more Science and have my nodes up 5x+ stock...20,000 in the last 2 tiers of my tree I think. The most I ever got in v90 was about in the 50's for a part test and/or maybe an orbit; I havnt made it to Minmus even but now that my game is ready...I will see. 2 of my tours are set to 500 each with a total of 5 tours; the lab may produce 500 in 10 says now instead of 111 days...considering my nodes are 500+ later on...I am doing well and wouldnt expect more than 500 on any particular trip; the tours are an exception and a grand tour is 1000; there are 5 of those and there is a rarity on them. Cmdr Zeta -
Anyone else having problems with 'warp to next manuver'?
Cdr_Zeta replied to Xellas's topic in KSP1 Discussion
Howdi, I disabled this annoying feature. Zeta -
Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Howdi, Sorry didnt get a chance to stream tonite...tomorrow nite most definitely. I am noticing, if I am not mistaken, all the streamers with tons of viewers like to watch things explode and wait for the moment. Well here at Zeta Streams we try not to have things blow up...sorry. We try to play KSP the most resourceful (pun intended) way possible; we simulate when necessary to insure the safety of our few Kerbalnauts as now we have to hire them at a cost of $65,000 each...that is kind of expensive...Valentina EVA's but that's it she is broke... I seem to be one of a select few of avid streamers playing Career mode (not Science mode with unlimited funds) and have my Science nodes set about 5 times higher than normal...the Precision Engineering tier being 500 Science for each node...PE was made an exception to make it available in level 2 (499 Science !); I made some exceptions due to the high cost of upgrading the R&D building which I feel is abit unbalanced; I havnt seen ANY streamers playing solid career mode; there is one playing Hard mode; maybe 2 so I am keeping an eye on them; I would like to know how they are managing; I upgraded Science gains to about 10x in the contracts now as I wasnt getting any; now it seems almost balanced; I am watching it. The tours were set at 500; I left them and there is only 5 available supposedly - a total of 2500 Science. So I should get 500 Science in 10 days using that lab? I havnt a clue how to use it or the other mobile lab. I have added more resource contracts...havnt a clue when they will show...I may be holding up part contracts as I have one for the radial chutes I have not completed yet...I am currently finishing 1 survey mission which is giving me about $150K and 300+ or Science...I now have reason to fly these otherwise useless missions; they may be abit overpowered and have to be tweaked later. I dont want my SIM to be so grindy that I dont want to play it either...big rewards = big fun ! I will also need to move rocket engines around as I succeeded to get the Science with the 120's now... Look for me in stream this weekend !!! I see no Squadcast again... I am worried about the funstionality of real chutes...they may get the axe...needs more testing and compare to Squads's. Cmdr Zeta -
Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Greetings, In reluctance to revert back to v90 I looked at the Squad Contracts and figured things out....... NOW... 1) Surveys have more meaning...IE...More Funds...More Science...More Rep IE More reason to do them...these contracts give ALOT of Science now...since my nodes are in the 250/500+ ranges in level 2 and beyond, I could spam doing them but only a few or so would be needed on any one planet/moon to 'acquire' resource and anomoly investigation priorities and success rates. 2) Added a few more resources to mine for AND ger credit for...ALOT of Science/Funds/REP and using the resource extractor I use as well as the ISRU; I will be locating that thing and revamping that too but some of that thing's resource extraction ability uses REGO-Resource; so we see how that works out and what the extraction/conversion rates are compared to mine. I will now have 2 possible means of ORE extraction/conversion...I DONT and WILLNOT use the resource 'MetallicOre'; if it is used it will be converted to metal and simple processes used to convert metal to rocketparts. This will all be outlined on my website. 3) I should now be able to get contracts to put up my own resource detector up...thus ALOT of Science please... Current Software Licensing provides for 'Original-Only' works to be distributed; If I do release my Resource system it will be done as as such but dont expect it anytime soon. They involve heavy changes to TACLIFE, BIOMASS, MKS/OKS and whatnot... 3) 'Test' - The seemingly missing part test area of Squad Contracts was found...I made a few slight adjustments...IE More Science Please... Let's see how it goes...all live for your enjoyment this morning... Cmdr Zeta -
The Problem with Contract Science
Cdr_Zeta replied to The Yellow Dart's topic in KSP1 Suggestions & Development Discussion
Okay I know I am a bit of a noob here but please confirm...Test Contracts are 'Part Tests' ??? Cmdr Zeta -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Cdr_Zeta replied to nightingale's topic in KSP1 Mod Releases
Hello, Can anyone confirm that Squad Contracts is where part testing origninates? I dont know where else to ask. In level 2 my science nodes have values of 250/500 each - doing up a lab in space and waiting 100 days to get 500 Science isnt going to cut it for me; I am gonna mess with Squad contracts and beef up Science x10; I need to start somewhere as I dont really want to revert to 90. If Squad contracts orginate part testing I dont see that in their contracts. EDIT: I may be getting a confirmation...Test Contracts are near the end in the Squad Contract list...so I think 'Test' means part test??? I may as well ask here as well. Cmdr Zeta- 5,206 replies
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The Problem with Contract Science
Cdr_Zeta replied to The Yellow Dart's topic in KSP1 Suggestions & Development Discussion
I dont mind going out into space, doing some biome hopping; that is science. Researching parts is Science...I will probly just end up writing my own contracts now with CC; it was inevitable and I should have seen it coming; but it wasnt obvious. I could write up multiple resource contracts as it is I will have alot of different resources to mine now but that makes it a financial game as well...UGH ! For me KSP isnt about money but it might be 60/40 money/science - afterall it is private investors looking to make a buck...look at the movie 'Avatar' - case in point; I guess I am a partial game designer now - ugh! That and Outer Planets MOD...I have had to add resources to those moons and planets...I need to add contracts there too...more work just to play a game/sim; or I could revert back to v90. I used custom mode also and it may be contract corrupted; if you change any settings it goes to custom; I dont know how orbit contracts are affected...I can go with the idea of tweaks; there was a MOD for it too but I aint usin it. Cmdr Zeta -
The Problem with Contract Science
Cdr_Zeta replied to The Yellow Dart's topic in KSP1 Suggestions & Development Discussion
The Title is misleading... Yeah there is a SERIOUS problem with Science I am planning on going back to v90 I dont know yet but as it stands I gave up on KSP for now until the spiders are done crawling around...me being one of them; I dont like your post and now you can hear my side. The whole concept of Career Mode was to get Science, Reputation..then came contracts...that is all well and good...then Science is just like - 'GONE'? Kerbalnauts have to get into orbit before they can crawl now? The game is absurd in 1.0+...it is a real drag - pun intended. Most of the moons and planets dont have much of an atmosphere - it's called space. But to get there they have to learn how to fly first...wait to learn how to fly they need to learn how to drive a rover...ya right...rovers that cant climb up a molehill and LV909's that are as useless as a paper airplane. I spent countless hours developing a decent resource game for KSP, and a challenging Science Tree that is all but washed up now; what a waste of time these last 6 months have been for me...and Science in this game. Space is about Science and look at NASA now - we need money to help the poor and to research things like cancer ... that is all well and good but there is hope in space too; it all needs to be balanced...KSP has now tipped the scales in favor of a realistic game that does not live up to it's own espectations; even Contract Configurator is busted thanks to 1.0 I guess. My Kerbanauts used to get 100's of Science testing parts and researching places; now; NOTHING. I wont be around for awhile...that is my problem with contracts. PS I just saw the POLL - how politically incorrect...put Science back and make parts researchable. The tally in my Tech Tree is around 40,000 Science; stock is about 18,000; the game...400,000 Science? ya right...I dont believe that anymore. To get it we have to write our own contracts now...epic fail. Mr Zeta -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Cdr_Zeta replied to nightingale's topic in KSP1 Mod Releases
Hello, I have latest CC and am not getting 'Part Tests' for Science - I needed this badly to do my tech tree...as it stands now my tree is dead in the water...no Science in any contract missions... Cmdr Zeta- 5,206 replies
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Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Hello, Tonite...well KSP being what it is we need to compensate...I have moved the 21h engine down to general rocektry...all the contracts are now orbit contracts...I havnt a clue what happened to the part contracts...maybe I can have a looksee... As such I will be looking at the drag and liftoff angles again..they said to go straight up and the 45deg leaves less fuel...ie more drag going to 45deg??? Doesnt make sense...some drag mechanic in-game needs explanation I aint worried about it...but the engines I dunno...they are what they are and the players have done well expressing their concern I think about the drag issue. Tonite we try to make an orbiter and do orbit contracts... Cmdr Zeta -
Hello, Note the title isnt Realism vs Gameplay. The Community Resource Project for which I asked for some help in starting this thread with, and didnt get much of a response (yet maybe they will show up here now), has a part in making the game realistic by using resources to add resource use in the game; this is all well and good for 'payloads'. Resources are fine...but now there is a serious problem with 'fuel densities'. Squad is trying to get into the resource game which is an added complexity when the 'lift and drag' issue have yet to be resolved. Altho some formulas do not use derivatives, simple differential math is needed now because of fuel use; liquid fuel use. I am assuming it was done; I dont think it was done correctly; why; because Squad's Liquid Fuel densities were pulled out of the perverbial hat just like the Comm.Res Proj did when they started out; then some of us pulled together to make resource densities more real-world like; even though the CRP (short for Community Resource Project) is off by a factor of 1 million, the values 'work' in game and there is a relationship. All except for fuel densities...something is really wrong here. First liquid fuel is assumed to be liquid hydrogen and oxidizer is liquid oxygen...plugging in these real world values and I can even get rockets off the ground; changing them back to a 'heavier density' > 0.005 (for both !!) and my rockets fly again; that is actually backwards !! Lighter densities mean less mass > density and mass are directly proportional > D = M / V. The game uses metric tonnes (< not tons!) I believe...and the game density as used by the CRP for water is 0.001; everything else real-world is based on this in-game setting. Now the CRP has nothing to do with Squad liquid density values...but there is a problem here and I am addressing it. I will be looking at this in more detail probly over the next few days (off and on as I am in career mode). It looks like the densities were the same back to v23 (beyond that I dont know), and how they are related to the game...we could look at the fuel tanks I suppose and calculate volumes...then look at real world volumes and size for aesthetics...the important part is mass, dry and wet weight...and the derivative when mass changes due to the loss of fuel in a burn; now that that has changed drastically as well. I am wondering if a fudge factor was introduced into the game along time ago and left to let it ride? I am a math nut; I thrive on this stuff; those in the in-game know...tell us about TWR changes...do they matter now that drag is in the game??? How does drag affect TWR and why is the liquid density of fuels so high to make the game work? Cmdr Zeta
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This post... I lost the original intent of the OP...maybe 1.0 was rushed? Ya and maybe this thread is done and we need to move on and help Squad fix it. Zetadude
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Hello, There is something that you are all forgetting...drag isnt the only variable here...I am making a complaint about fuel densities in a new thread...basically D/V and other variables may cancel each other in a non-linear fashion; this is what they have to work with but I dont think they are...but they are trying and I think that is important from a realistic point of view. I plan on looking at some of this math in stream today...but mostly from game playability standpoint; I think realism was pushed over gameplay and 1.0 rushed to that extent. I agree with one post that some people making big pretty looking ships are crying now because they are stuck in v90 and pre-90 KSP...they need to move on...their game play and our realism is in the balance...with more tweaking along these lines there will be a happy medium. Zetadude
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VAB upgrade curve too steep!
Cdr_Zeta replied to herbal space program's topic in KSP1 Suggestions & Development Discussion
Hello, I agree with the OP...Science tier levels do not match building upgrade levels. It is why I spend half a day every time they patch this thing now to fix my stock Science parts. Zetadude -
Hello, I am in agreement wit most posts here...1.0 then 1.02 I dont know what changed but if there were major changes in such a small update...0.1, 0.2? and 1.0 was supposed to be a full release? I was also looking for the Barn and building upgrade features like being able to change things with buildings and Science especially...Science they did add some features but it is still hours of work for experienced players only to fix the Science to make it a challenge before you can even play. Zetadude
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Hello, I am guessing there is something wrong with drag in the game...there are formulas for drag and lift; in fact there is a coefficient for it; I wonder how that is modeled; I should know I was a real pilot once but I never got into too much detail; there are relationships...drag, weight (and Mass which are 2 totally different things), speed, distance, time... I may toy with this in my stream this morning...thing is for example the LV909 is practically useless now; but is this because of drag? I am in career mode and seemingly have to have the 120's now in Basic Rocketry; the packrat rover fails; and the jeep I had isnt around anymore; I can get to the mountains to get my Science to finish my tiers. Maybe the drag/lift ratio is buggered up...and another topic is fuel density - I think it is wrong but I cant fix it or it makes things worse, not better; I am posting this problem in suggestions. Cmdr Zeta
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Hello, Also I havnt got that far yet but...I think the game is fine so far; I havnt built a ssto dont even know what that stands for - shuttle? Use more engines?! Watch the aerodynamics? They say now, just like I have always done, to go to APO before going to circ burn; actually in real life this isnt true because at 45deg you lessen the aerodynamics; so now we all circ burn like I have been doing which isnt realistic ! Zeta
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Live Stream: The Kerbin Mission, Kerbin Academy...and other stuff !
Cdr_Zeta replied to Cdr_Zeta's topic in KSP Fan Works
Greetings, Well my Career Missions came to a grinding halt yesterday - No Contracts ! When I asked they said you have to Escape Atmosphere and/or Orbit...the early beginnings of our Kerbalnauts dont have access to getting into space so early... Re-Added Contract Configurator, MCE2, Coherent Contracts and Contract Packs...let's see if Contracts Are Back ! Then I can happily report to the forum the error of my ways ! (Edit: Ya that was it I have Contracts now !) Cmdr Zeta